class ScrollMovingPawn extends xPawn;

simulated function PostBeginPlay()
{
    log('Moving pawn created');
	Super.PostBeginPlay();
}

//Not being used atm
function bool SpecialCalcView(out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
{


   local ScrollerController sc;
//   log('Doing Special view');
//
   sc = ScrollerController(Controller);
//
//   pc.bBehindView = true;
   sc.bBehindView = true;

//   ViewActor = self;
//   CamLookAt = self.Location;
//   CamLookAt.Z += EyeHeight;
//
//   OffsetVector = vect(0, 0, 0);
//   OffsetVector.X = -0.8 * sc.CameraDist * Default.CollisionRadius;

   // look at Pawn's face
//   CameraRotation.Yaw += 32768;
//   CameraRotation.Yaw += 16384;
//   CameraRotation.Pitch = 0;
//
//
//
//   CameraLocation = CamLookAt + (OffsetVector >> CameraRotation);

//   if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false,
//                                            vect(10, 10, 10) ) != None )
//   {
//      CameraLocation = HitLocation;
//   }

   return true;
}


defaultproperties
{
    bSpecialCalcView = false;
}
